I have had 1.771 just forgot . It was found on 1.771 sorry.
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Bug Reports / Re: ver1.77 win7 64bit 3dsmax2010 . Bones offset after export
March 24, 2012, 10:53:06 PM #2
Bug Reports / Re: ver1.77 win7 64bit 3dsmax2010 . Bones offset after export
March 23, 2012, 09:47:28 PM
Thank you for your reaction. So far, after skinnig I move just the mesh into (0,0,0) and after export whole model is where it supposed to be. Waiting for a fix in the Tools though ....Thanks !!
#3
Bug Reports / ver1.77 win7 64bit 3dsmax2010 . Bones offset after export
March 22, 2012, 11:21:35 AM
Hi, I'm trying to export simple model animated with bones and skin modifier NOT in (0,0,0) world position . After export Source move all my bones in (0,0,0) position. In result model is animated differently. I've tried switching Use Local Origin as World Origin ...no luck .
Does anyone knows solution for this or it is a bug? Thanks in advance .
EDIT: After some tests problem seems to be slightly different. Mesh of the model skinned with bones in world position (x,y,z) after export goes (2x,2y,2z) ... bones stay in correct position its just the mesh offset twice the distance.
I've found way around: I copy values from sequence .smd, move whole model into (0,0,0) , export, than past previous values into new sequence.smd and compile the model.
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Does anyone knows solution for this or it is a bug? Thanks in advance .
EDIT: After some tests problem seems to be slightly different. Mesh of the model skinned with bones in world position (x,y,z) after export goes (2x,2y,2z) ... bones stay in correct position its just the mesh offset twice the distance.
I've found way around: I copy values from sequence .smd, move whole model into (0,0,0) , export, than past previous values into new sequence.smd and compile the model.
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